UberGuy

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  1. Quote:
    Originally Posted by Eiko-chan View Post
    Not in a subscription service. Current customers pay the bills, because they are paying recurring charges. A retained customer is exactly the same as a new customer.
    That rather widely misses the point that the goal is to bring in more customers. You want to have net gains in customers, not remain static. Realistically, you will never be able to retain the original subscriber base forever - people will leave for a variety of reasons even if they love the game. You want to at least break even over that attrition, and ideally you want to bring in more than you lose.
  2. Quote:
    Originally Posted by reiella View Post
    I believe the 400 hour # came about for the Very Rare [480] from scratch, not the Notice. Which adjusting for that comes out ~ 74hr. Still an exceptional amount of time. And a closer number to the 1 shard/hr rate cited elsewhere in this thread.
    Agreed on both that it's for the Very Rare slot and that it's a long time when compared to time from 1 to 50.
  3. Quote:
    Originally Posted by Toony View Post
    Getting a rare is not a challenge. A Kahn, LGTF, or Psyche TF is incredibly easy to complete, it just takes awhile. Getting 88 shards isn't "hard", it'll just take you several years.

    The word you're looking for is "tedium". Some people hate tedium.
    There is nothing in a game like this that players can't reduce to rote, even if it involves something random, like movement to avoid the nanite patches in the Apex TF's Battle Maiden fight. Once you've done anything in a game of this sort more than a few times, doing it again becomes an exercise in repetition.

    This game, and basically all MMOs, are balanced around metrics of reward/time, with wiggle room for subjective factors of challenge/annoyance/complexity. For example, something that takes a lot of lead time to organize a group to participate might get more reward than its time to complete might suggest, even including that formation time, because coordination of a large group is often non-trivial.

    The point is you're never going to find any reward in an MMO that isn't going to eventually devolve into something that someone somewhere will consider tedious once the novelty wears off.
  4. UberGuy

    Market Bug?

    Funny story. Last night I noticed I had everything I needed to craft and sell two of something that would sell for 10-12M inf apiece, so I crafted one and went to list it, then go grab the salvage for the others. But it was late, and I was tired, and instead of listing one I placed a bid at my intended list price of 8,751,111.

    I didn't notice I did that until just a few minutes later, my bid went through. So not only did I buy what I meant to sell, I screwed up the sale history that would help me sell at the price I was interested in.

    I shrugged, since this was all basically chump change to me, and listed the now three items I possessed. I listed each one for 8,001,111.

    I logged in this morning to find each one had sold for between 10M and 12M. No one bothered to try the lower price I placed in the history.
  5. Quote:
    Originally Posted by warden_de_dios View Post
    There's more threads in the archive on the subject, this debate has being going on a long time. Even though we are "debating" solo vs forced teaming I think the larger root of this conflict is how the Incarnate system is not very friendly to people who have a ton of alts. Having a whole stable of alts that you are constantly rotating through is going to make Incarnates a lot less appealing then to someone who has 1 or 2 mains. I don't think the problem is totally about I'm being forced to team, a big (maybe major) portion of the angst is being forced to pick which of your characters to invest the time into turning incarnate.

    This is the only time in the games history that Alters have been locked out of a system in this way. IMHO of course.
    There would be the same constraint of focus on progress versus alts if the devs raised the level cap to 60, especially if they took pains to make sure that it took a lot of active time to progress from 50 to 60.

    That's just fundamental in the nature of being an avid alt maker, and has nothing strictly to do with the Incarnate system.
  6. UberGuy

    MA/Reg

    The flip side of that is that if you go L/S and find you can crank up your difficulty against foes tagged that way, then you end up fighting something with lots of, say, energy or negative energy attacks (particularly ranged ones, for which attacks of those damage types often have no L/S component), you're going to get eaten alive by spawn sizes you could have shrugged off.

    For that reason, I tend to prefer positional. It may give a lower peak performance, but I find it far more consistent. (I have characters with both.)
  7. My recently much-improved BS/Inv Scrapper tanked LR last night in an STF that had nothing better at holding his aggro. I did it by the now well-published tactic of parrying a tower while my nicely auto-hit aura kept him annoyed with me. I had to be healed once, I used Unstoppable and I popped a few tier-3 lucks to fend off his +toHit, but I'm quite happy with my little edge case use of my Scrapper's taunt aura.
  8. UberGuy

    hyperinflation

    Quote:
    Originally Posted by graystar_blaster View Post
    http://en.wikipedia.org/wiki/Hyperinflation



    we seem to have prices going down in the last week or two but overall we DEFINITELY have hyperinflation.


    Seriously I have on a toon all my old emails dateing back 3 years. We are at the point where 3 years ago 10 mill influ is now about = to 350mill to 450 mill influ.

    that is hyperinflation.

    this is a statement and i am curious if people agree. Please let me know if you do if you do not please let me know why you disagree
    I disagree.

    There are two problems here. First, you're basing the value of inf in the game on the value with which RMT suppliers were charging for it. That doesn't clearly track with the value of what an inf will buy in game. A much more accurate way to track that is to actually look at what something costs then and now. Purples have gone up in price something like a factor of 4-8, depending on which ones you're talking about, from just long enough after they were introduced for the prices to settle until now. One of the earliest steady prices I remember seeing for Miracles was 40M inf - about 1/5th of what they cost now.

    RMT charge based on both what it costs them to produce inf and with what they think players are willing to pay them for it. It's easier now for an RMT farmer to produce their own inf so their production costs / unit of inf are lower, but because it's easier for lots of players to produce inf, it's harder for the RMT people to sell it. But some means of increasing inf production also increase drop rates of the things we buy with inf, and the ratio of how much stuff the inf is chasing matters. The rate of inf production has gone up, but so has the rate of stuff production. Stuff production hasn't kept pace with inf production, but it's still gone up, sometimes significantly.

    Even if you look at it purely in the terms of RMT pricing, our economy hasn't done what several examples in the Wikipedia article describe. We aren't seeing anything approaching 50% per month across the broad market, and 5-10% per day is far and above anything we experience. (Just to give a clear example, 10% price increases compounded daily is about a 18x price increase after 30 days.) We do seem to fit into the 100% over three years category (and then some), but not the others.

    I do not have a lack of confidence in holding inf, which seems to be a key component of functional hyperinflation. I know several people who post here do, and I think they're silly. I hold billions of inf in reserve. I don't hold only inf, but I do hold it, and in large amounts. If I avoided high end enhancers, I could fund dozens of level 50 builds with the cash I have at hand.
  9. Quote:
    Originally Posted by Mr. DJ View Post
    On another note, regarding the OPs image...I'd probably find 100M and 88 shards more acceptable if it were a Favor of the Well. Who knows...this isn't set in stone yet...I think...
    Yeah, when I saw those numbers, that's what I thought it was.

    To be clear, my feeling is that the shard cost is sort of extreme for something you need four of, plus the shards to combine two of them into a Favor, plus all the other bits for the Common and Uncommon slots. And that's for one power.

    I'm good at earning this stuff, and I think it's probably high. I posted about that in the thread that was locked in the Developers forum, here.

    Only the shards, though. I don't sneeze at 100M inf, but I feel it's a decent number.
  10. Quote:
    Originally Posted by Eiko-chan View Post
    When, in seven years, has my group been given an entirely new system solely for our own use?
    I think that's a misleading way to frame that question, for two reasons. The first is that, whether or not you had it to themselves, soloists have gotten systems that they can use. The second reason is that, by their very nature those solo-compatible systems cannot be end-game raid-like content or even compelling reasons to play as a large team. What you want is mutually exclusive with what people are getting now. If you can do it solo, there's no reason to do it on a large team. People who actively wanted raid-like content really only had Hamidon for the longest time, with the RWZ and, very recently, the CoP as much later additions.

    With the possible exception of Hamidon, which can be viewed as giving very large rewards compared to the other two raids, none of the existing raid-like content is attached to terribly compelling reasons to get the general population to do them. People do them if they think they're fun, which is good, but it means some servers do them regularly and some don't, depending primarily on whether there's a critical mass of people on any given server who like doing them. If you want to raid but everyone else thinks there's something easier to do, you're out of luck. One very dependable way to avoid that is to attach clear progress to those raid-like activities. That's one way to view what the devs are doing now.
  11. Quote:
    Originally Posted by Ironik View Post
    They said they can earn 10 million an hour. To earn 100 million therefore takes 10 hours. To earn everything needed for a NotW would take them basically a weekend when you factor in the super-valuable drops they also say they get. 200 million per recipe? God, I wish that would happen to me just once, let alone with the regularity they're implying.
    We've said it before in this thread. Run 10 tip missions and you can create something that will sell for around 100M inf. Run 20 tip missions and you can create something you can sell for around 200M inf.
  12. Quote:
    Originally Posted by Ironik View Post
    And an equally vocal part of the playerbase has asked for the opposite. I contend serving both is smart business sense. You seem to be saying that telling one group to stick it is good business sense.
    The other group has been being serviced for seven years.
  13. Quote:
    Originally Posted by Ironik View Post
    Raids are justifiably hated in MMOs these days. That end-game design is old-think.
    And yet a very vocal part of this game's player base has asked for it, and it is often cited in other places as one reason some people don't stick around.

    How many? No idea. But I don't see how you could have an idea either.
  14. Quote:
    Originally Posted by Ironik View Post
    I'd like to hear how and what you play. You must be doing some version of farming or blitzing and using a PBAoE or AoE machine. You may not technically be "farming" but I find it hard to believe a mostly-single-target Blaster or Scrapper could get anywhere near that kind of Inf/hour.
    One of the more single-target oriented characters I have is a DM/Regen Scrapper, and on her I can create about 5-6M/hour.

    I have a DB/Regen Scrapper and a Stone Melee/FA Brute who are both closer to 8M/hour. The character I can hit 9-10M/hour character is actually my Night Widow. I play the /Regens and /FA on +2/x6 and the Night Widow on +2/x8. (Now that I have level shifts on all of them, I've started playing on +3, but have not yet reviewed how it changed my earnings.)

    The rates are calculated based on inf from defeats and inf value common recipes sold to a vendor. I log chat, and wrote a log parser than uses the time/date stamps in the logs to break rewards by hour. On nice thing about that is that also includes time spent between missions.

    Mostly, I calculated those rates on repeatable content such as Tip missions, Scanner/Paper missions or Borea repeatable missions in the RWZ. They're level 50 and I leveled them the "old fashioned" way running my contact missions, so other than some Ouroboros content, there's not much else for me to do with them solo.

    Quote:
    It's like PvP -- only specialized builds built specifically for that task are really good at it. In this case, rushing from specific high-reward mission to high-reward mission with zero regard for the game's story.
    I don't consider either papers or tips "high-reaward". I'm playing what's handy because I like playing the characters. My choices are: do something like what I'm doing, get on a TF, or play something else. How, exactly, do you propose that a level 50 character who already did the content getting to 50 show regard for the game's story without getting on a TF?
  15. Quote:
    Originally Posted by Techbot Alpha View Post
    Hmmm....IIRC from the Beta, didn't shard drops on a team roll for everyone when a roll was made?
    So, on a x8 team when someone killed a minion then x8 appropriate rolls were made?
    I remember there being a mini hubub about that too...
    It looks like the context I was replying in was missed. I was specifically describing recipe (and salvage) drops, in the context of rate of wealth generation, which came up because of the 100M inf part of the crafting cost of Notices. Shards do indeed have a chance to drop for everyone, and don't follow the rules I was giving.
  16. Quote:
    Originally Posted by Ice_Wall View Post
    I guess I must be lucky then, I've gotten more rares and good drops on full teams doing TFs and such than I ever have solo. Not to mention that doing TFs gets me merits and helps me with a lot of cash, so I'm surprised to hear people make more money solo, but then I've never been of the hardcore farming or max INF per hour mentality.
    It's really got not much to do with farming, but it does have something to do with how fast you can defeat stuff, which farmers strive to achieve at very high rates.

    Let's say you're on a 8-man team, and the team defeats things such that drops are produced at some average rate X. Every time something drops, someone is chosen to receive it at random. Your average rate of getting something is X/8.

    Let's say you go soloing. Alone, you can defeat stuff at a rate that's crates drops at, say, just 20% of what the team could, or X/5. But you get to keep all of those yourself. X/5 is 1.6x as many drops per time as X/8.

    Edit: To be clear, the X/5 number in particular is picked out of thin air, and is purely for illustration purposes. If your character is a poor soloist, it's easy to imagine that X/8 is an improvement over what they can manage alone. If they're a strong soloist, it may not be.
  17. Just pointing out, nothing that we can gain using today is gated such that getting it from two different sources shares a common gate timer. My guess is that the tech for this does not exist. It may or may not be easy to add, but I have a hunch that if it was easy, they might actually have added it for some of the things that don't have it now, like Alignment Merits.
  18. UberGuy

    2010 4Q earnings

    Well, hey, eventually they'll be right. Just keep predicting it'll end in two years, and at some point, it will.
  19. Quote:
    Originally Posted by Starjammer View Post
    And I'd love to see that screenie.
    I probably don't have a copy. It was posted in the Inventions forum on the old boards, back before it was merged with the Market forum.

    I'll look, though. I save oddball things like that sometimes.

    Edit: You can find several people reference the occurance in this thread. Arcanaville also separately references the Kheldian slotting bug.
  20. Quote:
    Originally Posted by Starjammer View Post
    I heard Warshade but no, not facetious.

    Apparently this person used the Kheldian respec bug to 68-slot one attack power and WHAMMO!

    You can not do this any more.
    That's not the story I know of. The one I know of (and saw a screenshot of) was someone using the Touch of Lady Grey: Chance for Negative Energy damage at a time when it dealt something like six million points of damage.

    There's no way that even 68-slotting any attack in the game would one-shot Hamidon, even before ED. That's only 23.7x damage, and he withstands 30-50 well-buffed people beating on him for several minutes.
  21. Quote:
    Originally Posted by Eiko-chan View Post
    I first played with the release of CoV. But I didn't love the game and subscribe until after the Cryptic buyout.
    OK, but that seems fairly orthogonal. Back when CoV came out, Cryptic still published subscription numbers, and subs did spike with CoV and remain above the previous baseline for a considerable period. There's no question that it added subscriptions, and apparently a fair number of lasting ones at that.
  22. Quote:
    Originally Posted by Memphis_Bill View Post
    10 million an hour? I've never had a character make that. Then again, I don't farm. And I think I've had one purple drop in the last few months. I think the last time someone had an "AT earnings/hour," my 50s went between 600k to 1.1mil or so.
    You may have missed my earlier post, which I think is what kicked off the 10M inf/hour number now being bandied about. I can earn that on my 50s, and I'm not farming, and I'm not including profits from selling things on the market. I'm not sure if you're aware, but since we had those "AT earnings/hour" threads, the earning rate of level 50s was doubled. So your cited low-end would now be closer to 1.2M/hour.

    Honestly, these days I think a hard-core farmer would be a bit disappointed with 10M inf/hour.

    I'm not mentioning that I can 10M/hour because I think it's typical, or because I think you're doing something wrong by not hitting it. The point in mentioning it was to explain why I think a 100M price is not unreasonable. Whether or not you personally can hit that kind of inf creating rate isn't actually that important, because other people are, and the fact that they're pumping that inf into the market system makes it easy for you to get them to do that work for you. It doesn't take any "marketeering", flipping or farming. Just look at the market long enough to find something that sells for close to 100M inf and see how many Alignment Merits it takes to make it. There are actually several things that will net you 90-110M inf/A-Merit, though some cost 2 Merits to craft (but sell for ~200M inf).

    People like me are swimming in cash just from doing things we like to do anyway. We're willing to pour it on other people who will supply us with stuff we actually want. Don't be afraid to give it to us at prices we're clearly indicating we're willing to pay.
  23. Quote:
    Originally Posted by TonyV View Post
    At the time, a lot of people were convinced it was the end of the game, because it made their godmode characters suddenly vulnerable again. In reality, the subscriber base went up following Enhancement Diversification for almost a year.
    Not really to disagree with the main thrust of your post, but I find this a bit disingenuous. ED came bundled with CoV, which truly did bring new people to the game. It's vaguely possible that ED somehow managed to increase the player base on its own, but, frankly, I find that vanishingly likely. I find it far more reasonable to think that the game got new players due to CoV, and that offset any departures over ED. (We know it put at least a small dent in the game's population, given that Emmert mentioned it in a what I recall as a post-tenure interview.)

    Realistically, none of us will ever know which part was responsible for what fraction of the population shifts, and it's possible even the devs could not clearly deconvolve the causes and effects completely. But whatever the obscured truth really is, what I quoted you saying here makes it look an awful lot like you're attributing the near-term population growth that followed it to the implementation of ED, and I don't think there's any reasonable way any of us could unambiguously draw that conclusion.
  24. Quote:
    Originally Posted by Atomic_Woman View Post
    I actually think that's kind of a lowball estimate. I may have exaggerated a bit in my last post when I said 100m in 2 hours, but when you figure in recipe drops and invention salvage and Wentworth's it's pretty common. Most recipes aren't worth anything but vendor trash, but you end up with a surprising number that cost maybe 400k to craft and sell for 8-10 million at auction. And salvage can get up there pretty well in price, too.
    I can see where it wasn't clear, because I didn't state it explicitly, but I was being careful to talk about what I was creating, and not at all what I could earn off the market. The whole point was about how much inf level 50s are injecting into the system from whole-cloth fabrication, because that's what actually enables people to pay 10s and 100s of millions of inf on the market, which is what would make my estimate low-ball when we include earnings from selling things there.
  25. Quote:
    Originally Posted by Eiko-chan View Post
    (And if you're one of those people that's already gathered up several hundred shards, yes, I consider you insane.)
    I have 9 50s, all of which are incarnated, all of which have at least one rare crafted, and at least 30 shards left over. One, the one I've played the most because I was in the process of earning a high-end IO build for her when all this started, still has 200 shards.

    All I do is play existing 50s several hours a day, 5-6 days a week. I run a lot of TFs with friends, and I solo on high difficulty settings when I'm not on TFs.

    What's insane about that?